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TSR DUNGEONS CMe UA Sy FANTASY ADVENTURE GAME BASIC RULEBOOK \ Ty — en , \ \ = * <./ A i. : = ( S ro The Original Fantasy &) Be Role Playing Game toe eee Coc e Cl om rire ie PCr @ Oey TABLE OF CONTENTS PART 1: INTRODUCTION. ‘What D&D Is All About How To Use This Book Defintions of Siandard D&D Terms Use of the Word “Level”... How ToUsethe Dice... HowTo"Win". How to Creates Payer Characier Summary, Character Abies... Ability Score Adjustments Hit Points and Hit Dice... si Bonuses and Penalties Due to Abilities |. Character Class Tables 0-0... Thieves" Abilities Character Classes CLERICS... parca DWARVES «0. " Be ELVES BO. FIGHTERS 2000000000000. HALFLINGS. MAGIGUSERS. 0.0.0... va “ ‘THIEVES = : rere SEESBERERE eeReRe “Hopeless Characters". - EXAMPLE OF CREATING A PLAYER CHARACTER ‘Second HIGHER LEVEL CLERIC AND MAGIC-USER SPELLS .. ' fi PART 4: THE ADVENTURE 0002 B19 BEGINNING THE ADVENTURE .-- ie Party Size and Composition... ...- Organiainga Party. Time... BRREERERERRREEEEEE g Saving Throws Saving Throws Table. ‘Saving Throws for Higher Level Characters HAND-TO-HAND COMBAT. Character Attacks Monster Attacks... Missile Fire Ranges - Variable Weapon Damage Morale (OPTIONAL)... EXAMPLE OF COMBAT .. PART 6: MONSTERS MONSTER LIST: Acolyte to Zombie PART 7: TREASURE Wand/Stalt/Rod Miscellaneous Magic Items, COINS: GEMS JEWELRY MAGIC ITEMS. EXPLANATION OF MAGIC ITEMS ‘Swords. Weapons, and Armor Potions Scrolls Rings. Wands, Staves, and Rods Miscellaneous Magic lems PART 8: DUNGEON MASTER INFORMATION : ‘CHOOSE A SCENARIO. DECIDE ON A SETTING. DECIDE ON SPECIAL MONSTERS TO BE USED DRAW THE MAP OF THE DUNGEON STOCK THE DUNGEON Contents & Treasure Room Traps Treasure Traps Specials Treasure > Unguarded Treasure F. FILLING IN FINAL DETAILS CREATING AN NPC PARTY. WANDERING MONSTERS AN EXAMPLE OF DUNGEON DESIGN: ‘THE HAUNTED KEEP (1st Level) DUNGEON KEY. DUNGEON MAPS. Sample Dungeon Expedition Dungeon Masteringas aFine Art CREDITS, AFTERWORD.. INSPIRATIONAL SOURCE MATERIAL FICTION: YOUNG ADULT FANTASY NONFICTION: YOUNG ADULT FICTION: ADULT FANTASY. SHORT STORY COLLECTIONS NONFICTION GLOSSARY mo om> SELEEELELEELELERTS STEER RSRRRR EERE g BE st B52 B52 B52 B52 B52 B52 B52 B52 DUNGEONS & DRAGONS* FANTASY ADVENTURE GAME BASIC RULEBOOK ny ry aT By Gary Gygax and Dave Arneson lited by Tom Moldvay Ilustrations by Jeff Dee James Roslof David S. LaForce Bill Willingham Erol Otus Cover by Erol Otus ISBN 0.935696-48-2 BI FOREWORD 1 was busy rescuing the captured maiden when the dragon showed up. Fifty feet of scaled terror glared down at us with smoldering red eyes. Tendills of smoke drifted out from between fangs larger than daggers. The dragon blocked the only exit from the cave. ‘Sometimes I forget that D&D® Fantasy Adventure Game is a game and not a novel I'm reading or a movie I'm watching. The ‘original D&D rules are a classic. They gave the first gaming system for fantasy role playing and, in my opinion, are still the bast set of rules on the market. When I revised the rules I tried to maintain the spirit of the earlier rules. ‘Those rules were wnitten for people with a background of gaming experience. This revision was designed to be easily read and used by individuals who have never before played a role playing game. In the half-dozen years since the origina rules were published, the TSR staf has answered thousands of rule's questions. The answers helped find problem areas in those rules, areas which could either stand minor improvements or were difficult for novice gamers to understand, This revision was aided not only by the collected gaming experience of TSR personnel butby the ‘gaming experience of the thousands of players and DMs who sent us letters in the m: ‘The D&D game has neither losers nor winners it has only gamers who relish exercising their imagination. The players and the DM share in creating adventures in fentastic ands where heroes abound and magic realy works. In a sense, the D&D game has no rules, only rule suggestions. No rule is inviolate, particulary if a new or altered rule will encourage creativity and imagination, ‘The important things to enjoy the adventure. unwrapped the sword which the mysterious cleric had given me. The sword was golden-tinted steel Its hilt was set with a rain: bbow collection of precious gems. I shouted my battle cry and charged. ‘My change cought the dragon by surprise. Its titanic jaws snapped shut inches from my face. I swung the golden sword with both arms. The swordblade bit into the dragon's neck and continued through to the other side. With an earth-shaking crash, the dragon dropped dead at my feet. The magic sword had saved my life and ended the reign of the dragon-tyrant. The country ‘ide was fteed and I could return as a hero. ‘Tom Moldvay ‘3 December 1980 ACKNOWLEDGEMENTS ‘The authors and editors wish to extend their thanks to the following individuals who helped make this book possible through their ideas and contributions: Brian Blume, Dave Cook, Erie Gygax, Allen Hammack, Kevin Hendryx, Harold Johnson, Tim Kack, Jeff Key, Rob Kuntz, Alan Lucien, Steve Marsh, Frank Mentzer, Mike Mornard, Jon Pickens, Brian Pitzer, Michael Price, Patrick Price, Paul Reiche ill, Evan Robinson, Gordon Schick, Lawrence Schick, Edward G. Sollers, Don Snow, Stephen D. Sullivan, Ralph Wagner, Jim Ward, Jean Wells, and Bill Wilkerson. Special thanks to Harold Johnson and Frank Mentzer for their care and dedication in reorganiaing and fine tuning this book PART 1: INTRODUCTION ‘What The D&D® Game Is All About DUNGEONS & DRAGONS® Fantasy Adventure Game (*D&D® Game” for shon) isa role playing adventure game for persons 10 years and older. Inthe D&D rules, individuals play the rol of char acters in a fantasy world where magje is real and heroos venture ‘out on dangerous quess in search of fame and fortune, Characters ‘gain experience by overcoming pers and recovering treasures. AS ‘characters gain experience, they grow in power and abilty [Atleast two persons are needed to play this game, though the ‘game is most enjoyable when played by a aroup of four to eight people. This came, unlike others, does nt use a playing board of actual playing pieces. ll that is needed to play are these rales the dice inchided in this set, pencil and paper. graph paper, and Jmaginaton, The game may be more exiting f miniature lead figures ofthe characters and monsters are used, but the game can be played without such aids. How To Use This Book ‘This book contains all the basic rules necessary to play DUNGEONS & DRAGONS® Fantasy Adventure Game, It has been organized into eight pars art one, the INTRODUCTION, explains general background in formation and defines many of the terms used. These and other terms are collected and defined in the GLOSSARY (in the back of the book), Part (wo, PLAYER CHARACTER INFORMATION, explains how to create a player character and is arranged in numbered, ‘easy to follow steps Part three, SPELLS, iss megic-user, elf, and clerical spells along, with a description and notes on the use of each spell Part four, THE ADVENTURE, is filled with general information useful to allthe players. Most ofthe action in DR&D games take place during encounters, 20 Part five, THE ENCOUNTER, deals with these actions including ‘COMBAT. Part six, MONSTERS, contains descriptions and explanations of ‘over 100 monsters, arranged alphabetically Part seven, TREASURE, explains the different types of treasure {and many magical tems which the player characters may find dur Ingtheir adventures Pert eisht, DUNGEON MASTER INFORMATION, gives a step: by.stop design of a sample dungeon level plus tbe to help the releree This rule booklet deals mostly with adventure in a dungeon and ‘explains the diferent player character classes (professions) from the Ist to the 3rd level of experience. (These and other terms will bbe explained later in this booklet) The D&D® EXPERT SET adds to these rules, providing further details for player character

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